Difference between revisions of "Placemaking Facilitation Game"

From Public Play Space Community
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<h3>Höweler + yoon architecture</h3>
<h3>Angel bondov + Todor Kesarovski + |In|Formal</h3>
 
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<h4>Boston, usa, 2014
<h4>Bulgaria and Norway, 2019
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Swing Time is a temporary installation developed within the framework of the Massachusetts Convention Center Authority’s urban renewal initiative. The installation integrates energy generation and plays, demonstrating the relation between production and consumption.
The tool (game), presented in this application is based on an actual experience of implementing bottom-up urban transformations, relying extremely on appropriate facilitation of stakeholders and available resources. In the process of our work, we have collaborated and interacted with a lot of different types of people. In some cases these collaborations have brought successful contributions and in others additional challenges. This motivated us to work towards the development of tool / game that can help us optimize the process and focus on the social part of the urban (re)development. That’s why we initially defined 10 archetypes, characterizing specifically diverse types of people we interacted with during our work. In addition, we also elaborated on actual challenges and situations that we personally faced within our practice. These two decks of cards – Persona cards and Case cards - are the building blocks of our gamification concept, called ‘Placemaking Facilitation Game’. Without seeking for deep academic validity of the method, we have effectively applied the tool in the planning stages of actual placemaking and urban renewal initiatives which we have facilitated for the last two years. The results of utilising the game were pre-dominantly encouraging in regards to the incorporation of different actors' perspectives, despite their role in the process as member of the local administration, design professionals, NGOs or activists.  
 
The urban playscape is composed of 18 welded polypropylene swings, which hang under a customfabricated solar canopy. The swings are designed in three different sizes so that the community can engage and play with Swing Time as individuals or in groups.
 
Swing Time uses solar energy harvested from a series of photovoltaic cells that translate UV rays into electrical illumination.


Responsive in real-time to environmental conditions, the playscape’s illumination corresponds to a daily accumulation of solar power, translating UV rays into a visual register that indexes the abundance of solar energy. Photovoltaic cells integrated into the canopy capture and store solar energy during daylight hours. Through an automated system, the accumulated energy is distributed into LED lights located on the swings.
The tool is based on a gamefication principle to promote a co-creative setting for different actors to contribute. The major strength of the tool is on the topics of community engagement and interests management but it also represents a multi-faceted approach to the planning, design and management of public spaces. The game has been applied in two major directions:


Moreover, accelerometers installed within each swing directly respond to the acceleration forces and tilt exerted by users.
1) as an educational and evaluation means through workshops regarding (hypothetical/realised) projects and cases;


When the swings are not moving, they emit soft White light, thanks to the energy collected during the day.
2) as an operational means for different stakeholders, helping them to find an easy way to coordinate their ideas / challenges related to the place they inhabit / work with.


As the swings increase in momentum from a static position, a microcontroller adjusts the LED output through a gradient scale from white blue to purple.
Based on our experience with the game, we are currently exploring the possibilities for ‘Placemaking Facilitation Game’ to scale up to different domains, not only related to urban planning. That ambition is based on the fact that the archetypes, defined for placemaking purpose, are often met in other life situations. That’s why we see this tool as an original and innovative way to attract people’s attention to various domains, while simultaneously giving them practical knowledge to solve real problems.  


The responsive elements of Swing Time invite users to interact with the swings and with each other. The overall theme of Swing Time is to entice people of all ages to engage in active public play. Public play creates a community laboratory and raises awareness of energy consumption and production
To sum up, the idea behind the tool is to empower various stakeholders, involved in urban (re)development processes, to be able to see the process from different point of view. This has the capacity to broaden the mind-set horizon of these stakeholders and might improve the way cities are (re)developed nowadays.


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Revision as of 13:15, 8 September 2020

Author:

Angel bondov + Todor Kesarovski + |In|Formal

Association

Bulgaria and Norway, 2019

GAME.png
Purpose
Purpose Activation.pngActivation
Purpose Interconnection.pngInterconnection
Purpose Collaberating.pngCollaborating
Purpose Raise awareness.pngRaise Awareness
Purpose Educate.pngEducate
Purpose Visualise needs.pngVisualize Needs
Purpose Simulate impact of decisions.pngSimulate Impact of Decisions
Purpose Decision making.pngDecision Making
Purpose Designing.pngDesigning
Co-Creation
Co-Creation Co-analysis.pngCo-Analysis
Co-Creation Co-design.pngCo-Design
Co-Creation Co-implementation.pngCo-Implementation
Co-Creation Co-maintenance.pngCo-Maintenance
Co-Creation Co-monitoring.pngCo-Monitoring
Empty.png
Empty.png Empty.png Empty.png
Outcome
Outcome Decision making.pngDecision Making
Outcome Knowledge.pngKnowledge
Outcome Assesment.pngAssessment
Outcome Design.pngDesign
Outcome Inclusion.pngInclusion
Outcome Awareness.pngAwareness
Outcome Partnership.pngPartnership
Empty.png Empty.png
PLAY.png
Mechanics
Mechanics Alternitive reality.pngAlternative Reality
Mechanics Role play.pngRole Play
Mechanics Rule based play.pngRule Based Play
Mechanics Location based.pngLocation Based
Mechanics Simulations.pngSimulations
Mechanics Mapping.pngMapping
Mechanics Geolocation.pngGeolocation
Mechanics Hypothesis.pngHypothesis
Mechanics Metagame.pngMetagame
Tech&Tools
Technology & Tools Analoge Tangibles.pngAnaloge Tangibles
Technology & Tools AR VR.pngAR / VR
Technology & Tools Audio Visual.pngAudio Visual
Technology & Tools Data AI.pngData AI
Technology & Tools Data Collection Visualization.pngData Collection/Visualization
Technology & Tools Digital Interface.pngDigital Interface
Technology & Tools Mobile.pngMobile
Empty.png Empty.png
Aesthetics
Aesthetics Sensation.pngSensation
Aesthetics Imagination.pngImagination
Aesthetics Assemblage.pngAssemblage
Aesthetics Pysical activity construction.pngPhysical Activity / Construction
Aesthetics Realism.pngRealism
Empty.png
Empty.png Empty.png Empty.png
SPACE.png
Scale
Scale Metropolitan.png Metropolitan
Scale City.png City
Scale District.png District
Scale Neighbourhood.png Neighbourhood
Scale Street.png Street
Scale Undefined.png Undefined
Empty.png Empty.png Empty.png
Audience
Audience Community.png Community
Audience Planning expert.png Planning Expert
Audience Stakeholders.png Audience Stakeholders
Audience Policy Makers.png Policy Makers
Empty.png Empty.png
Empty.png Empty.png Empty.png
Scope
Scope Individual.png Individual
Scope Small group.png Small Group
Scope Larger group.png Small Group
Scope Crowd.png Crowd
Scope Pre-defined.png Pre-Defined
Empty.png
Empty.png Empty.png Empty.png



The tool (game), presented in this application is based on an actual experience of implementing bottom-up urban transformations, relying extremely on appropriate facilitation of stakeholders and available resources. In the process of our work, we have collaborated and interacted with a lot of different types of people. In some cases these collaborations have brought successful contributions and in others additional challenges. This motivated us to work towards the development of tool / game that can help us optimize the process and focus on the social part of the urban (re)development. That’s why we initially defined 10 archetypes, characterizing specifically diverse types of people we interacted with during our work. In addition, we also elaborated on actual challenges and situations that we personally faced within our practice. These two decks of cards – Persona cards and Case cards - are the building blocks of our gamification concept, called ‘Placemaking Facilitation Game’. Without seeking for deep academic validity of the method, we have effectively applied the tool in the planning stages of actual placemaking and urban renewal initiatives which we have facilitated for the last two years. The results of utilising the game were pre-dominantly encouraging in regards to the incorporation of different actors' perspectives, despite their role in the process as member of the local administration, design professionals, NGOs or activists.

The tool is based on a gamefication principle to promote a co-creative setting for different actors to contribute. The major strength of the tool is on the topics of community engagement and interests management but it also represents a multi-faceted approach to the planning, design and management of public spaces. The game has been applied in two major directions:

1) as an educational and evaluation means through workshops regarding (hypothetical/realised) projects and cases;

2) as an operational means for different stakeholders, helping them to find an easy way to coordinate their ideas / challenges related to the place they inhabit / work with.

Based on our experience with the game, we are currently exploring the possibilities for ‘Placemaking Facilitation Game’ to scale up to different domains, not only related to urban planning. That ambition is based on the fact that the archetypes, defined for placemaking purpose, are often met in other life situations. That’s why we see this tool as an original and innovative way to attract people’s attention to various domains, while simultaneously giving them practical knowledge to solve real problems.

To sum up, the idea behind the tool is to empower various stakeholders, involved in urban (re)development processes, to be able to see the process from different point of view. This has the capacity to broaden the mind-set horizon of these stakeholders and might improve the way cities are (re)developed nowadays.


P1 Main.jpg

P1 1.jpg